Follow Through
Min rarity: CommonRisk: lowLow-power follow-up action tuned as a budget-friendly second move.
Battle effect: No extra effects. Uses your normal Attack value.
Moves change how attacks behave in real battles. Effects can include shields, heals, DOT, control, execute bonuses, recoil, and situational scaling.
This page explains the real battle effects only.
Low-power follow-up action tuned as a budget-friendly second move.
Battle effect: No extra effects. Uses your normal Attack value.
Alternate low-power common follow-up so tight-budget cards can still equip two moves.
Battle effect: No extra effects. Uses your normal Attack value.
Conservative second move for rare cards when budget headroom is tight.
Battle effect: No extra effects. Uses your normal Attack value.
Controlled legendary secondary option with low incremental power.
Battle effect: No extra effects. Uses your normal Attack value.
Deal your Attack as damage to one foe — baseline, no opener spike.
Battle effect: No extra effects. Uses your normal Attack value.
Extra damage the first time you act this battle; favors tempo reads.
Battle effect: First attack gets +2 Attack.
Strong first swing then steady damage — spike windows, not infinite scaling.
Battle effect: First attack gets +3 Attack.
Consistent damage every activation — simple and predictable.
Battle effect: No extra effects. Uses your normal Attack value.
A quick first-beat edge — small opener spike without paying rare-tier move tax.
Battle effect: First attack gets +1 Attack.
Odd angles and swingy timing — a modest first-activation surprise.
Battle effect: First attack gets +1 Attack.
Minimal commitment — a tiny first-beat edge without paying up for tempo tools.
Battle effect: First attack gets +1 Attack.
Big-stage first swing — bonus damage once; favors cinematic payoff reads.
Battle effect: First attack gets +2 Attack.
Snap initiative — extra bite on the first activation; tuned for urgency.
Battle effect: First attack gets +2 Attack.
Fast-hand opener spike — competitive tempo without leaving slice-1 bounds.
Battle effect: First attack gets +2 Attack.
Signature swing — strong first-activation damage; still single-target and capped.
Battle effect: First attack gets +3 Attack.
Anchored damage — a steady first beat plus reliable fundamentals; no ramp tricks.
Battle effect: First attack gets +2 Attack.
Quiet, even damage — protect-and-brace fantasy without new mechanics.
Battle effect: No extra effects. Uses your normal Attack value.
Small first-beat flourish — readable spike for rescue/carry fantasy.
Battle effect: First attack gets +1 Attack.
Rallying opener — one strong first activation, then fundamentals (no ally targeting).
Battle effect: First attack gets +2 Attack.
Inscribed first beat — small opener spike tuned for rare spectacle pacing.
Battle effect: First attack gets +1 Attack.
A loud upfront burst with a little burnback.
Battle effect: First attack gets +2 Attack. Deals 1 damage to yourself after attacking.
A lingering irritant — damage ticks each cycle.
Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.
DOT-first kit — pays over time.
Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.
Trade tempo for recovery.
Battle effect: Each hit has 1 less Attack. Heals about 6% max HP after attacking.
Brace — absorb the next chip cleanly.
Battle effect: No direct damage bonus. Gain 3 Shield. Shield absorbs incoming damage before HP.
Sometimes steals initiative — unreliable.
Battle effect: Adds +1 Attack to each hit. Has a 18% chance to briefly stun.
Punishes a wobbly foe.
Battle effect: Adds +1 Attack to each hit. Deals bonus damage to low-HP targets.
Answers getting chipped.
Battle effect: No direct damage bonus. Hits harder if you were hurt in the previous cycle.
Gets meaner as you take names.
Battle effect: No direct damage bonus. Gets stronger after KOs.
Coin-flip energy — capped highs and lows.
Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.
Huge spike — if you can pay for it.
Battle effect: First attack gets +4 Attack. Deals 3 damage to yourself after attacking.
Measured escalation — no infinite ramp.
Battle effect: No direct damage bonus. Gains power as the battle continues.
Low damage control lane.
Battle effect: No direct damage bonus. Has a 26% chance to briefly stun.
Serious DOT fantasy — rare pacing.
Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.
Protective kit — trades damage for shield.
Battle effect: Each hit has 1 less Attack. Gain 6 Shield. Shield absorbs incoming damage before HP.
Legendary execute fantasy — still threshold-gated.
Battle effect: Adds +1 Attack to each hit. Deals bonus damage to low-HP targets.
Chaos upper bound — legendary swing.
Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.
Scrappy weaken lane.
Battle effect: Adds +1 Attack to each hit. Weakens the target so the next hit into them deals 3 less damage.
Healing rare — tempo-negative.
Battle effect: Each hit has 2 less Attack. Heals about 10% max HP after attacking.
Risk floor — still hurts you sometimes.
Battle effect: No direct damage bonus. Random bonus effects with capped outcomes. Deals 1 damage to yourself after attacking.
Weak burn rider for low-budget second-slot value.
Battle effect: No direct damage bonus. Applies damage over time for the next few cycles.
Small self-shield for compact defensive pairings.
Battle effect: No direct damage bonus. Gain 2 Shield. Shield absorbs incoming damage before HP.
A tiny recover option for sustain pair diversity.
Battle effect: Each hit has 1 less Attack. Heals about 4% max HP after attacking.
Minor weaken utility for tempo-control pairings.
Battle effect: Adds +1 Attack to each hit. Weakens the target so the next hit into them deals 2 less damage.
Tiny threshold finisher for dot/execute combos.
Battle effect: No direct damage bonus. Deals bonus damage to low-HP targets.
Small momentum lane with strict cap for long fights.
Battle effect: No direct damage bonus. Gets stronger after KOs.
Minor revenge rider for retaliation + sustain pairs.
Battle effect: No direct damage bonus. Hits harder if you were hurt in the previous cycle.
Low-variance chaos option for oddball second slots.
Battle effect: No direct damage bonus. Random bonus effects with capped outcomes.